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Tests: fixed tests with wrong stop command;
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3 changed files with 30 additions and 32 deletions
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@ -12,15 +12,15 @@ public class AuratouchedMageTest extends CardTestPlayerBase {
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@Test
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public void testSearch() {
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 10);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 10);
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addCard(Zone.HAND, playerA, "Auratouched Mage");
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addCard(Zone.HAND, playerA, "Auratouched Mage");
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage");
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addCard(Zone.LIBRARY, playerA, "White Ward", 1);
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addTarget(playerA, "White Ward");
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castSpell(0, PhaseStep.PRECOMBAT_MAIN, playerA, "Auratouched Mage");
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addCard(Zone.LIBRARY, playerA, "White Ward", 1);
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setChoice(playerA, "White ward");
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setStopAt(0, PhaseStep.PRECOMBAT_MAIN);
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execute();
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setStopAt(1, PhaseStep.BEGIN_COMBAT);
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execute();
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assertAllCommandsUsed();
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}
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}
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@ -7,64 +7,64 @@ import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author escplan9 (Derek Monturo - dmontur1 at gmail dot com)
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*/
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public class ReflectorMageTest extends CardTestPlayerBase {
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/**
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* Reported bug: Reflector Mage returning a creature to its owners hand is additionally
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* incorrectly preventing the Reflector Mage's owner from casting that same creature.
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*/
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@Test
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public void testReflectorMageAllowsOwnerToCastCreatureReturnedOnSameTurn() {
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// {1}{W}{U} When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
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// That creature's owner can't cast spells with the same name as that creature until your next turn.
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addCard(Zone.HAND, playerA, "Reflector Mage"); // 2/3
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addCard(Zone.HAND, playerA, "Bronze Sable", 1); // (2) 2/1
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 2);
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addCard(Zone.BATTLEFIELD, playerB, "Bronze Sable", 1);
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reflector Mage");
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addTarget(playerA, "Bronze Sable");
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castSpell(1, PhaseStep.POSTCOMBAT_MAIN, playerA, "Bronze Sable");
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execute();
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assertPermanentCount(playerB, "Bronze Sable", 0);
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assertHandCount(playerB, "Bronze Sable", 1);
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assertHandCount(playerB, "Bronze Sable", 1);
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assertPermanentCount(playerA, "Reflector Mage", 1);
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assertPermanentCount(playerA, "Bronze Sable", 1);
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}
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/**
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* Basic test to confirm the restriction effect still works on the opponent.
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*/
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@Test
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public void testReflectorMageRestrictionEffect() {
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// {1}{W}{U} When Reflector Mage enters the battlefield, return target creature an opponent controls to its owner's hand.
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// That creature's owner can't cast spells with the same name as that creature until your next turn.
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addCard(Zone.HAND, playerA, "Reflector Mage"); // 2/3
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Plains", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Island", 2);
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addCard(Zone.BATTLEFIELD, playerA, "Forest", 2);
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addCard(Zone.BATTLEFIELD, playerB, "Bronze Sable", 1); // (2) 2/1
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castSpell(1, PhaseStep.PRECOMBAT_MAIN, playerA, "Reflector Mage");
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addTarget(playerA, "Bronze Sable");
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castSpell(2, PhaseStep.PRECOMBAT_MAIN, playerB, "Bronze Sable"); // should not be allowed
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setStopAt(2, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerB, "Bronze Sable", 0);
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assertHandCount(playerB, "Bronze Sable", 1);
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assertPermanentCount(playerA, "Reflector Mage", 1);
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@ -7,18 +7,16 @@ import org.junit.Test;
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import org.mage.test.serverside.base.CardTestPlayerBase;
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/**
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*
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* @author LevelX2
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*/
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public class NewCreaturesAreRemovedTest extends CardTestPlayerBase {
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/**
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* I was playing with a Tamiyo's Journal in the battlefield.
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*
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* <p>
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* During my turn I rollbacked. The clue generated by Tamiyo's Journal
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* stayed on battlefield and when my turn started again, it re-investigated
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* for another one.
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*
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*/
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@Test
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public void testTamiyosJournal() {
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@ -93,9 +91,9 @@ public class NewCreaturesAreRemovedTest extends CardTestPlayerBase {
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playLand(7, PhaseStep.PRECOMBAT_MAIN, playerA, "Port Town");
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attack(7, playerA, "Silvercoat Lion");
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rollbackTurns(7, PhaseStep.END_TURN, playerA, 0);
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rollbackTurns(7, PhaseStep.POSTCOMBAT_MAIN, playerA, 0);
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setStopAt(7, PhaseStep.POSTCOMBAT_MAIN);
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setStopAt(7, PhaseStep.END_TURN);
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execute();
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assertPermanentCount(playerA, "Port Town", 1);
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